So it's that time again ~
Only bugs that can be properly replicated under 1.2 RC, please.
As this list is being posted at both the Org and TWC, and as I'm getting submissions from both sources, I need everyone to check that their post has not already been made at the other forum, and is not on the list already.
Current thread - Org
Current thread - TWC
Old Thread - Org
Old Thread - TWC
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High Priority
Campaign Map
- Autocalc for siege battles is determined as it is for field battles (ie. defenses not taken into account and fight to the death ignored; the AI thinks that the defender can have men remaining after the battle)
- Experience bonuses from guilds/tourney fields etc. still don't work correctly. Unknown if this only occurs after a reload with the units still in the queue, as previously.
- The Campaign AI is improved and no longer recklessly attacks; but it still launches naval blockades at inopportune moments and thus gets into wars that it cannot win.
- Units given move orders over multiple turns will not automatically move around hostile zones of control, and can get 'stuck' next to a city.
Battle Map
- Army formations often fail to be maintained when ordered to advance by a single left click over a distance of over approximately 100 yards.
- DEK animation problems: In short, they refuse to attack if clumped very tightly together at times and while they have 4 anims to attack infantry, only 2 of those will actually do anything. As those 2 that are effective are their slow anims, they will hardly ever strike (and strike successfully) at another infantry unit.
Spoiler Alert, click show to read:- It's almost impossible to properly deploy units in siege battles as the defender.
- Passive AI remains in siege battles.
- Reinforcements sometimes do not enter the battle after being issued orders.
- Siege AI is generally bad, with units waiting in range of wall towers to perform menial tasks. Explanation:
Spoiler Alert, click show to read:Spoiler Alert, click show to read:- Stats are unbalanced in light of 2-handed and shield bug fixes.
- Unit Cohesion still isn't perfect, and sometimes only the front rank of a unit will charge.
Medium Priority
AI Cheats
- The AI appears to be able to ‘see’ the players hidden forces in a sally battle.
- The AI can fight night battles with captains (you notice this because you are the AI's reinforcement)
- The AI can 'spawn' generals into captain-led stacks spontaneously
- The AI does not suffer Crusade/Jihad desertions. This allows them to move said armies drastically off course to attack player-owned cities and yet suffer no penalty for doing so.
Campaign Map
- AI factions will occasionally fail to attack a crusade target and instead remain a few squares away for turns on end.
- Alliances remain with destroyed factions, as does the state of war.
- Checking and then unchecking the ‘night attack’ option can permanently exclude allied reinforcements from the battle.
- Disasters block the building of forts/watchtowers in a region and decrease movement rate permanently (after a reload on that turn?)
- If the last family members of a faction are killed sallying from a settlement or in a reinforcement battle for a settlement, the faction is destroyed but the settlement turns rebel and remains under siege with new troops that have jut magically appeared.
- Man of the Hour event does not trigger properly (you get the "message arrived to a funeral" popup) if the stack moves into a city/castle, as captains do not exist in a settlement. (ie. it does not work for siege/sally/field (one square away) battles)
- Man of the Hour will never trigger when attacking out of a settlement.
- Possible issues using diplomacy to gain support in papal elections.
- Possible save/reload issues.
Spoiler Alert, click show to read:- Ransoming back a family member after a battle without also giving at least one member of the generals bodyguard unit will result in the family member’s immediate death, as the unit cannot be displayed without any bodyguards. The family member will be shown to have died peacefully.
- Ships can sail into and out of blockaded ports freely
- Some people report campaign map lag.
- Swordsmith and Woodsmen guild bonuses (at the HQ) still do not apply correctly to both local and global at the same time (ie they only give +2EXP global, not +2 global +1 local).
- The faction heir is still not given to the right person (eg. will not revert to the king's son when he comes of age)
- The percentage chance to open a settlement's gates with multiple spies is not calculated correctly (cumulative percentage wise instead of adding probabilities)
- When defending against a sally, it is possible to exit the battle right at the start and it will result in a draw instead of a loss. Neither side will lose units.
- When two generals are in a settlement, the one with the higher chivalry will become governor, even when the general's primary attribute is dread (ie. a 1 chivalry general will govern instead of a 8 dread one, even though it results in reduced public order)
Battle Map
- The 2 AI seige wooden tower bug(for lack of a better name)
Spoiler Alert, click show to read:- Cavalry vs cavalry charges are seemingly ineffective (head on). Cavalry also refuse to charge in with secondary weapons, even if explicitly ordered to by the player.
- It is possible to ‘sally’ and attack enemy artillery in defensive siege battles without the AI responding until it is far too late to save the crews.
- Missile units will complete animations before fleeing in skirmish mode.
- Mounted missile units continue to shoot after leaving the battlefield and can still inflict casualties
- Only siege equipment able to be carried is spawned (ie if you have 6 rams and 2 infantry units, 2 are spawned)
- Pathfinding issues chasing routers. It appears that these issues are a result of a unit getting ‘spread out’, and as the engine targets your unit at the centre (average) of the enemy unit, stragglers can move this point to a position outside the actual unit mass. This is especially prevalent following an AI sally, where cavalry will usually fail to chase routers, even if they are not split on/off the walls.
- Routing units locked out of a settlement or otherwise near the gate cannot be attacked effectively.
- The battlemap on the area near Jerusalem shown is made unplayable by high cliffs: http://img136.imageshack.us/img136/6987/00343uu2.jpg
- Units can become ‘stranded’ half-on, half-off walls in siege battles and fail to respond to orders entirely. They can also become stranded after leaving the wall, often staying in the middle of the street until given further orders.
- Units in spearwall/schiltrom and archers in melee combat do not properly disengage after defeating the enemy and will lose fatigue attacking thin air.
- Using two ladders on one section of wall can cause both units to climb the one ladder after placement due to a pathfinding issue.
Explanation:Spoiler Alert, click show to read:- When the AI attacks with a reinforcement stack, that stack will often take up a defensive position and force you to attack it in order to win a supposedly 'defensive' battle. This is possibly caused by a pathfinding error, as in some cases you can hear the enemy units playing their movement sounds but not moving.
- While your cavalry is engaged in melee, double click attacking an enemy behind the unit you are fighting that is in charge distance results in your cavalry instantly charging and annihilating the unit they were meleeing with (plus charging into the unit you clicked on).
Low Priority
Campaign Map
Spoiler Alert, click show to read:- A general with more command stars than the faction leader will sometimes command when he is present.
- Adding mercenaries to the retraining queue and removing them from it deplenishes the mercenary pool regardless.
- Allied spies cause a public order drop in your settlements; but your spies do not cause a similar drop in theirs.
- British can build military academy and get gunpowder associated traits and retinues before gunpowder is even developed.
- Demanding 'attack faction x' via diplomacy costs far too much and seemingly has no effect. The price only appears to be reasonable when one of your settlements is under siege; but the AI will still fail to take action regardless of diplomatic success.
- Diplomacy can be initiated with a besieged town if the order was given before the siege commenced/was sighted.
- During times of campaign map lag, clicking on a town settlement and then on the settlement again (or another town settlement) before the game updates the town's display info, can sometimes cause a CTD.
- Factions now hate you for making them your vassal (i.e. after they accept your offer, the diplomat/princess will always trigger the unhappy speech).
Spoiler Alert, click show to read:- Generals denounced for heresy are now counted as "died in battle" on the family tree instead of "denounced" as it used to be.
- If you are hiring mercenaries but have not yet completed the transaction (i.e. you have the merc screen open and dragged a few over to the "to hire" section) and then disband any unit from your army, all mercs currently in the "to hire" section vanish and cannot be rehired, meaning that you need to wait another 10-20 turns for the mercs to replenish.
- In some cases it seems possible to lose a papal election despite your candidate having the most votes. http://img294.imageshack.us/img294/3...ge00022gn2.jpg
- Military access has no effect when marching a crusade through an allied Muslim faction's lands and vice versa with Jihads
- Moving a group of fast and slow units (i.e. cav with infantry/artillery or infantry with artillery) together and then disbanding all slow units will result in the fast units losing all their remaining movement points down to how much the slow units had left.
- Papal missions do not expire on the pope's death.
- Possible alliances bug:
Spoiler Alert, click show to read:- Priests can be converted to heresy while assigned to an army; and sometimes fail to leave that army when that happens.
- Ransoming the pope, and having that ransom rejected, can sometimes cause the game to hang.
- Regicide missions do not expire when the giver dies (and payment is still given as normal)
- Save/Reload will lead to an immediate papal election even if the pope died that turn.
- Some mercenaries (Frankish knights, Mercenary Crossbowmen) cannot be retrained if their experience is higher than 4 (1 silver)
- That means if there are 3 available merc spearmen in a given region and you have one available for retraining in one of your cities, adding/removing that mercenary spearmen unit to the retrainment queue reduces the amount that can be hired down to 2 instead of leaving it at 3.
- The merchant skill works above 10, even though it is not displayed.
- The pope likes moving his army around at random.
- The pope will sometimes give contradictory misssions (ie. "blocade faction x's port" and "do not attack faction x")
- This is hardly a bug rather an annoyance but when you right click on a priest that has a movement plan for the next turn it deletes it.
- Units captured in a siege assault cannot be successfully ransomed (the ransom is successful in that you get the cash; but the units are not returned to the other faction).
- When you win a siege battle, you have the option to ransom/release/execute prisoners, but the choice has no effect since they all die without your reputation going down; sort of an exploit, you always free them and get chivalry and they die anyway.
- You can't see your army composition in the pre-battle screen.
Battle Map
- Ballistae have problems targeting units on slopes (possibly unable to shoot below 0 degrees, which makes sense but does not tally with visual representation of range)
- During battle, if a spear unit has ever entered schiltrom formation and is currently not in schiltrom formation, moving it anywhere will cause it to resume back to a schiltrom-like formation, where they are setup exactly the same way but do not count as an actual schiltrom. I.e. they use a much tighter formation and guard all sides.
- Elephant Artillery cannon balls can bounce off a settlement's walls and 'return to sender'. Ability to cause damage unknown.
- Hidden troop locations can be easily spotted if you have a unit selected and hover the mouse over the forest. Where your mouse is not showing a possible movement field but a standard cursor, there is a hidden unit.
- Normally, when all the attacker's infantry have been routed and not all gates have been breached in a siege, the attacker loses automatically. However, if the attacker has elephants (merc or normal), the siege continues with the attacker unable to get in. This is likely a carryover from RTW, where elephants could batter down gates.
- Rarely, after a victorious battle where you lose very few units, once the combat results screen appears you may lose some extra units for no reason.
- Rarely, random infantry "ghosts" through the battlemap and disappear as soon as you pan the camera view. This even occurs when the enemy does not have any infantry and you don't either.
- The Turks now do not even have one-liner speeches anymore. Just blank and with camera panning as if they were to give a long speech.
- Tlaxcalan mercenaries have a triangular banner like missile units, but they are actually an infantry.
- Trebuchets can have trouble fitting through gates in some settlements.
- Units displayed in the end of battle summary can net a sum total of below zero (possibly due to reinforcements?). http://img461.imageshack.us/img461/9878/0003xt1.jpg
- Units with the fire_by_rank attribute (gunpowder infantry) will sometimes get stuck in reloading status when given an order to shoot a specific target in range and fire at will mode is turned on. They get stuck as in they have their muskets raised to about half, as if they had just gotten into position and are not yet aiming with their status reading reloading but they will never actually aim and shoot until the closing enemy hacks away at them. Actually they will all release empty volleys on melee impact.
Graphics/Sound
- Arab factions ambushing an enemy will return an audio that is inappropriate for the situation. The audio returned was as if the ambusher had been ambushed.
- Armenian Cav refer to themselves as lightcav when they are heavy cav
- As England, if your forces ambush an enemy army, the sound played is that which should be played when you are ambushed.
- Free Company Men-At-Arms refer to themselves as heavy cav when clicked when they are heavy infantry
- Graphical glitch for mercenary arquebusier arm textures.
Spoiler Alert, click show to read:- HRE navies winning the battle will at times feedback the retreat message instead of the victory message.
- If you turn of fire at will for Italian factions, the general will stay "artillery units, hold your fire" even if you don't have any artillery but only normal missiles.
- Some generals don't receive a death voice over, the camera focuses on their death without speech.
- Some message triggers, especially in sieges, are bugged (eg. you can get 'our soldiers have broken the enemy gate' when the enemy has in fact done so)
- Some problems with Latinkon upgraded armour(vertex weighing appears to messed up in some places)
- Venetian Heavy Infantry and Venetian Archer upgraded armour models are wrong, soldier should look like the heavy billmen upgraded armour soldier but wear brigadine armour instead.
- When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture on the battlemap
- Whenever the AI loses the minimum men required to lift a siege engine (less than 6 for ram/tower/ladder), the player gets the feedback message that the siege engine does not man itself. However, the AI is supposed to get this message.
Game Mechanics
- If captured troops are executed (without offering ransom) the losing commander still gets the RansomDread trait, similarly RansomChivalry if the troops were released without a ransom
- LeaderDestroyedFaction condition is not working
- Priests cannot get above the third level of StrongFaith (missing trigger)
- With the introduction of the InquisitorSuccess trait, Inquisitors can no longer get a level in GoodDenouncer of 2 or higher. However priests can still. As such, the description of the 5th level of GoodDenouncer is inadequate as it reads "utterly unafraid to even prosecute royalty" or something along those lines. That description would only be applicable to inquisitor characters not priests.
- Combat bonus vs faction (+X command vs the Milanese) is not working.
Spoiler Alert, click show to read:- Military Assistance trigger problems.
Spoiler Alert, click show to read:- Trigger "sitting_around_town_with_city_barracks" has the condition "library" instead of the more appropriate "militia_drill_square"
- There is a problem with the BattleDread/BattleChivalry code that allows generals to possess both traits at once.
- Trait descripts for FearsEngland/Egypt/HRE level 1 reads "edgey" should be "edgy"
- Merchant's Guild Apprentice trait for Merchants references the presence of an Assassin's Guild, not a Merchant's Guild.
- Another bug: Getting an adoption offer that has the Drink trait on the Drunken_Heathen level results in the avatar having a mysterious permanent boost to command, even after the trait is removed. Details:
Spoiler Alert, click show to read:
- Swift steed ancillary gives a public health bonus even though its an agent ancillary.
- Nicolau copernicus ancillary gives a subterfuge bonus even though its a general ancillary.
- Bug - AntiTraits.
Spoiler Alert, click show to read:- It seems that Traits with nogoingbacklevels will jump to the nogoingbacklevel, when given an appropriate AntiTrait value.
Spoiler Alert, click show to read:- AS trebuchets (available only to mongols and timurids) have the main_infantry banner instead of a main_missile banner.